175 lines
5.2 KiB
C#
175 lines
5.2 KiB
C#
using System;
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using Core.Domain.Status;
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using KBCore.Refs;
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using UnityEngine;
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using UnityEngine.InputSystem;
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namespace Infrastructure.Unity
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{
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[RequireComponent(typeof(Rigidbody))]
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public class PlayerController : MonoBehaviour
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{
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[Header("Movement Settings")]
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[SerializeField]
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private float moveSpeed = 8f;
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[SerializeField] private float maxVelocityChange = 10f;
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[SerializeField] private float snapForce = 15f;
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[Header("Controls")]
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[SerializeField] private bool useCameraRelativeMovement = true;
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[Header("Interaction")]
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[SerializeField] private LayerMask tileLayer;
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[SerializeField] private float groundCheckDistance = 1.5f;
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[Self][SerializeField] private Rigidbody rb;
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private InputSystem_Actions _actions;
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private Vector2 _moveInput;
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private Transform _camTransform;
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public Rigidbody Rigidbody => rb;
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public StatusManager Status { get; private set; }
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private void OnEnable()
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{
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_actions.Player.Enable();
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_actions.Player.Move.performed += OnMovePerformed;
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_actions.Player.Move.canceled += OnMoveCanceled;
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}
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private void OnDisable()
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{
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_actions.Player.Move.performed -= OnMovePerformed;
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_actions.Player.Move.canceled -= OnMoveCanceled;
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_actions.Player.Disable();
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}
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private void Awake()
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{
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_actions = new InputSystem_Actions();
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Status = new StatusManager();
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if (Camera.main)
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{
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_camTransform = Camera.main.transform;
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}
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rb.freezeRotation = true;
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// RB gravity is controlled by capabilities
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}
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private void Update()
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{
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Status.Tick(Time.deltaTime);
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// Apply Status logic
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rb.useGravity = !Status.CurrentCapabilities.CanHover;
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}
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private void FixedUpdate()
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{
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HandleMovement();
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DetectGround();
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}
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private void HandleMovement()
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{
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var currentSpeed = moveSpeed * Status.CurrentCapabilities.SpeedMultiplier;
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var targetVelocity = Vector3.zero;
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var snapAxis = Vector3.zero;
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Vector3 desiredDirection;
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if (_moveInput.sqrMagnitude < 0.01f)
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{
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desiredDirection = Vector3.zero;
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}
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else if (useCameraRelativeMovement && _camTransform)
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{
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var camForward = _camTransform.forward;
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var camRight = _camTransform.right;
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camForward.y = 0;
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camRight.y = 0;
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camForward.Normalize();
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camRight.Normalize();
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desiredDirection = (camForward * _moveInput.y + camRight * _moveInput.x).normalized;
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}
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else
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{
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desiredDirection = new Vector3(_moveInput.x, 0, _moveInput.y).normalized;
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}
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if (desiredDirection.sqrMagnitude > 0.01f)
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{
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if (Mathf.Abs(desiredDirection.x) > Mathf.Abs(desiredDirection.z))
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{
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targetVelocity = new Vector3(Mathf.Sign(desiredDirection.x) * currentSpeed, 0, 0);
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snapAxis = Vector3.forward;
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}
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else
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{
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targetVelocity = new Vector3(0, 0, Mathf.Sign(desiredDirection.z) * currentSpeed);
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snapAxis = Vector3.right;
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}
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}
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var velocity = rb.linearVelocity;
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var velocityChange = (targetVelocity - velocity);
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velocityChange.x = Mathf.Clamp(velocityChange.x, -maxVelocityChange, maxVelocityChange);
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velocityChange.z = Mathf.Clamp(velocityChange.z, -maxVelocityChange, maxVelocityChange);
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velocityChange.y = 0f;
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rb.AddForce(velocityChange, ForceMode.VelocityChange);
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if (snapAxis != Vector3.zero)
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{
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ApplySnapping(snapAxis);
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}
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else
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{
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ApplySnapping(Vector3.right);
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ApplySnapping(Vector3.forward);
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}
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}
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private void ApplySnapping(Vector3 axis)
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{
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var currentPos = Vector3.Dot(transform.position, axis);
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var targetPos = Mathf.Round(currentPos);
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var diff = targetPos - currentPos;
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var correction = axis * (diff * snapForce);
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rb.AddForce(correction, ForceMode.Acceleration);
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}
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private void DetectGround()
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{
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if (!Status.CurrentCapabilities.CanTriggerDecay) return;
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if (Physics.Raycast(transform.position, Vector3.down, out var hit, groundCheckDistance, tileLayer))
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{
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if (hit.collider.TryGetComponent<TileViewAdapter>(out var tileAdapter))
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{
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tileAdapter.OnPlayerStep();
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}
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}
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}
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private void OnMovePerformed(InputAction.CallbackContext ctx)
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{
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_moveInput = ctx.ReadValue<Vector2>();
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}
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private void OnMoveCanceled(InputAction.CallbackContext ctx)
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{
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_moveInput = Vector2.zero;
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}
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}
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} |